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This heavy maul is part of the Jet-powered category of Grineer weapons. It's head hides a (faulty (on purpose)) combustion engine, which produces extreme quantities of heat. This heat can be "fired" as a projectile, by swinging the maul in a specific way, while pressing the trigger button. It's a fireball maul.

Reminds me of my bolwar and graal! This sounds like it'd be super fun.

19 hours ago, HugintheCrow said:

Alt-fire: Mag Paddle: Press to create a temporary attracting magnetic well under the gun barrel, then a repelling force afterwards. These affect this weapons' projectiles. Successful deflections increase damage of the projectile more than usual. Can be used while the primary trigger is held.

Oooh, cool. I do love trickshot grenade launchers letting you get awesome bounce kills, so this sounds pretty cool.

19 hours ago, HugintheCrow said:

There was a gun like this in Turok I think?

There was , but it just fired one drone that aimed for the head and just exploded. The Cerebral Bore, if you're wondering. While it had super low fire rate, it's become something of a meme on "best videogame gun" lists because... come on, it's a gun that seeks out heads, drills into them, and then explodes. It's cool stuff.

16 hours ago, HugintheCrow said:

The Visikla is a highly modified Nob shotgun, which in turn is a highly modified Hek shotgun. Consider it a family. Where Hek was Semi-Auto, had 4 barrels, which it used simultaneously; the Nob was Pump-Action, had 2 horizontally aligned barrels which used different mags, but fired together as well; the Visikla is also Pump-Action, but has 2 vertically aligned barrels, each with different magazine, AND they can be fired independently. More precisely, one of the barrels fires "generic" Grineer-made buckshot, the other can be used to fire more tactical munitions. The user can choose what specific ammo they wish to use before the mission, by applying different energy colors to the weapon.

I'm gonna post them in no specific order, cause idk. Full stats later, cause I'll need some time to crunch 'em. DONE!

*at least until the next unit dump, which will be even bigger, knowing me.

Let's just go:

Recorpser Lady:

Spoiler

Description:

These cute little ladies have a very specific role, which most of the time requires them to appear AFTER the fight is done. Sometimes they show up earlier though, if the conflict is particularly body-part-loss-heavy. So what do they do? They are vacuum grinders. They clean the battlefield of reusable biological material and scrap, then deliver all that back to recycle-factories, and are one of the most important parts of the reason why Grineer army is so extremely efficient. Contrary to their outward appearance, they are insanely difficult to even scratch, as they are made out of spaceship-grade armour. They are THAT important. They also always seem to be in good mood, smiling and humming cheerful melodies even in the middle of a gore storm.

Mechanics and Abilities:

Innate: Vacuum Grinder: This unit prioritises removing bodies from the map over any other actions.

Innate: Grind Blades: This unit will instantly kill it's target if it was to down them.

Design Notes:

This unit exists mostly for lore reasons, tbh. It's better not to fight them if you can avoid it.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Grinder

Abilities: N/A

Base Damage: KNIGHT

Damage Scaling: KNIGHT

Health:

Alloy Armor: 2000

Armor:

Alloy Armor: 2000

Nano-Mesh Fiber: 100

Body Multipliers: Head: 1.5x

Base Affinity: 100

Base Level: 1

Codex Scans: 3

Mod Drops: Grineer Lancer Droptable

Other Drops: N/A

Charioteer:

Spoiler

Description:

Charioteers are yet another morbid invention that capitalised on a cloning mistake. You could say that in the minds of Grineer scientists "It's not genetic disorder, it's a feature!". The carrier-male requires more augments than normal to be able to do his part, but it's a pretty good deal, as he inherits some of the higher quality genes of the rider-female.

This unit can be Field-Promoted.

Mechanics and Abilities:

Innate: Siamese Construct: This unit has 2 health bars, each for one part of the body.

Design Notes:

"Drive me closer I want to hit them with my sword!"

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Twin Machetes/Truda and Machete

Abilities: N/A

Base Damage: KNIGHT

Damage Scaling: KNIGHT

Health:

Cloned Flesh: 200 x2

Armor:

Ferrite Armor: 200 x2

Body Multipliers: Head: 2.0x, Head: 2.0x

Base Affinity: 400

Base Level: 1

Codex Scans: 5

Mod Drops: Grineer Lancer and Grineer Ballista droptable

Other Drops: N/A

Grand Boar Trooper:

Spoiler

Description:

Grand Boar Troopers are some of the most elite and battle hardened Tusk warriors. The highest Tusk Command and the Alphas recruit solely from their bunch. Supreme experience is rewarded with supreme equipment, the GBTs are armed with the fearsome Gor Shrapnel Launchers and arm mounted tactical launchers. Add heavy armour and jetpacks to the mix, and you've got an extremely powerful shock unit.

This unit is an Officer.

Mechanics and Abilities:

Innate: Shock Augments: This unit resists Crowd Control and is immune to knockdowns/ragdolls.

Grenade: Assault Grenades: This unit can fire many types of grenads from it's arm-mounted launcher.

Design Notes:

Fun fact, these guys were mentioned as early as the vehicular update. Look in Hogg entry.

Stats:

Faction: Grineer

Tileset: Plains of Eidolon

Weapons: Gor/Kohmak/Krohkur

Abilities: Assault Grenades

Base Damage: ROOK

Damage Scaling: ROOK

Health:

Cloned Flesh: 500

Armor:

Alloy Armor: 600

Body Multipliers: Head: 2.0x

Base Affinity: 500

Base Level: 1

Codex Scans: 5

Mod Drops: Grineer Tusk Napalm droptable

Other Drops: N/A

Wheeled Lancer:

Spoiler

Description:

Lancers who lost their lower body don't need to be sad. They can get a badass jet-powered one-wheeler setup instead.

Mechanics and Abilities:

N/A

Design Notes:

I just thought it would be funny.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Grikrat/Machete

Abilities: N/A

Base Damage: KNIGHt

Damage Scaling: KNIGHT

Health:

Cloned Flesh: 100

Armor:

Ferrite Armor: 100

Body Multipliers: Head: 2.0x, Wheel: 0.5x

Base Affinity: 100

Base Level: 1

Codex Scans: 5

Mod Drops: Grineer Lancer droptable

Other Drops: N/A

Fire Support Lancer:

Spoiler

Description:

These troops carry a scaled down version of the Bolk LMG and possess 3d Movement Gear, which allows them to lay down covering fire from weird angles. They can stick to walls or even ceilings thanks to their setup.

Mechanics and Abilities:

Movement: 3d Movement Gear: This unit can fire anchors allowing it to traverse through the air and stick to surfaces.

Design Notes:

I'm just gonna link you to Bolk here, since it literally describes this unit, lol.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Bolk/Marelok/Skulbak

Abilities: 3D Movement Gear

Base Damage: KNIGHT

Damage Scaling: BISHOP

Health:

Cloned Flesh: 300

Armor:

Alloy Armor: 400

Body Multipliers: Head: 2.0x

Base Affinity: 350

Base Level: 1

Codex Scans: 5

Mod Drops: Grineer Heavy Gunner Droptable

Other Drops: N/A

Rocketeer:

Spoiler

Description:

Rocketeers carry literal nukes to battle. These marines are very expendable and will not hesitate to fire off their payload even if it would kill them. There is a reason their launchtubes are one use only.

Mechanics and Abilities:

Innate: Shock Augments: This unit resists Crowd Control and is immune to knockdowns/ragdolls.

Design Notes:

These guys were hardcore CoD fans. They carry their Tactical Nukes and MOABs wherever they go.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Nuka and Truda

Abilities: N/A

Base Damage: QUEEN

Damage Scaling: QUEEN

Health:

Cloned Flesh: 200

Armor:

Ferrite Armor: 200

Body Multipliers: Head: 2.0x

Base Affinity: 200

Base Level: 1

Codex Scans: 5

Mod Drops: Grineer Bombard Droptable

Other Drops: N/A

Kuva Wizard:

Spoiler

Description:

As everybody knows, the Inner Sanctum is closed off to males. These creatures are former Grineer soldiers who persistently pilgrimaged to the Doors of Sanctum and were reborn due to Kuva-rich environment. Their bodies are pure metal and esoteric substances, and as such they are allowed inside the Sanctum. Thanks to their "faith" they possess an arsenal of lethal abilities and magics.

This unit is an Officer.

Mechanics and Abilities:

Movement: Flight: This unit can fly.

Ability: Kuva Drain: This unit can leash an enemy and rapidly leech their health for themselves.

When Heavy Gunner want more firepower than their Gorgon can provide they request Vulkins. If the requisition is approved, this unit happens.

This unit can be Field-Promoted.

Mechanics and Abilities:

Melee:Seismic Shockwave: This unit can smash the ground to knockdown all nearby opponents.

Design Notes:

Yup, it's just a Heavy Gunner with a Vulkin.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Vulkin/Sheev

Abilities: Seismic Shockwave

Base Damage: BISHOP

Damage Scaling: ROOK

Health:

Cloned Flesh: 300

Armor:

Ferrite Armor: 500

Body Multipliers: Head: 2.0x

Base Affinity: 700

Base Level: 8

Codex Scans: 3

Mod Drops: Grineer Heavy Gunner droptable

Other Drops: N/A

Squad Leader:

Spoiler

Description:

Squad Leaders are experienced, older Grineer who decided to stay on the field instead of pursuing higher officer careers. They are incredibly respected, to the point pretty much any normal soldier will jump in front of them to catch bullets, with no orders needed. In terms of equipment, Squad Leaders take what is useful for their squad, which means their items are randomized based on what other units they spawn with. Their weapon of choice is the Dasatt DMR.

This unit is an Officer.

Mechanics and Abilities:

Innate: Tactical Gear: This unit spawns with random abilities, grenades and innate aura effects, based on what other Grineer units spawn simultaneously with it

Design Notes:

The most badass of the generic Grineer. No super powers, no Kuva stuff, no nothing, just their gun and them made them into warmachines.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Dasatt/Desakar/Murdahuk

Abilities: Tactical Gear

Base Damage: BISHOP

Damage Scaling: ROOK

Health:

Cloned Flesh: 500

Armor:

Alloy Armor: 500

Nano-Mesh Fiber: 40

Body Multipliers: Head: 2.0x

Base Affinity: 500

Base Level: 1

Codex Scans: 3

Mod Drops: Grineer Bombard droptable

Other Drops: N/A

UBER Lancer:

Spoiler

Description:

These super-heavily experimental troops are the pride of the Regor Mutation Research Center. Carrying highly devastating Sprin Boltguns, they are specifically designed to destroy Tenno and their symphatizers.

This uit can be Field-Promoted.

Mechanics and Abilities:

Innate: Esoteric Armor: This unit possess health and armor regeneration, as well as resisting ability effects.

So I said I'm gonna reuse the Commander helmet elsewhere, since I reworked the Commander unit before. Here it is. Funfact: In-game Commander helmet has "UBER" written on it. That's where the name of this unit comes from.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Sprin/Sprin

Abilities: Esoteric Armor

Base Damage: ROOK

Damage Scaling: ROOK

Health:

Alloy Armor: 500

Armor:

Alloy Armor: 500

Nano-Mesh Fiber: 90

Body Multipliers: Head: 2.0x

Base Affinity: 500

Base Level: 1

Codex Scans: 3

Mod Drops: Grineer Bombard droptable

Other Drops: Sprin Blueprint

Architect:

Spoiler

Description:

When a particularly genius Worker or scientist gets to the point where their brain can't perform as it did, they are given the powerful Architect warshell, so they can live their end on the battlefield.

Mechanics and Abilities:

Innate:Siphon Pain: This unit is healed for all damage inflicted on nearby allies.

Design Notes:

I wanted more non-humanoids, so I made this.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Chainsaw, Twin-Linked HMG

Abilities: Siphon Pain

Base Damage: BISHOP

Damage Scaling: BISHOP

Health:

Alloy Armor: 450

Armor:

Alloy Armor: 500

Nano-Mesh Fiber: 40

Body Multipliers: Head: 2.0x

Base Affinity: 450

Base Level: 1

Codex Scans: 3

Mod Drops: Grineer Bombard droptable

Other Drops: N/A

Spotter/Artillery Officer:

Spoiler

Description:

The Spotters have a simple job: spot enemies (duh). Their arm-mounted scanners are exactly like the ones found in Kuva Fortress. Equipped with Blamaks, they are sure able to create noise that will attract reinforcements. On Open Worlds, this unit is replaced with a much deadlier Artillery Officer, who can not only alert allies, but also direct off-map lethal ordnance on the Tenno positions. The artillery becomes more and more accurate as it fires.

This unit is an Officer. (Artillery Officer only)

Mechanics and Abilities:

Innate:Scan Area: This unit is equipped with the same scanner as the immobile sentry turrets.

Ability: Artillery Officer: Artillery Overwatch: This unit can call down lethal off-map artillery on the position of revealed units. The intensity and accuracy of the bombardment increases as time goes on.

Design Notes:

Inspired by a family of abilities in Company of Heroes 2.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset/Plains of Eidolon

Weapons: Flarkan, Blamak

Abilities: Scan Area, Artillery Overwatch

Base Damage: KNIGHT

Damage Scaling: KNIGHT

Health:

Cloned Flesh: 230

Armor:

Alloy Armor: 200

Body Multipliers: Head: 2.0x

Base Affinity: 200

Base Level: 1

Codex Scans: 5

Mod Drops: Grineer Seeker droptable

Other Drops: N/A

"Volunteer" Trooper

Spoiler

Description:

As the name suggests, the "Volunteer" Troopers have joined the Grineer military totally on their own accord and of their own free will. They are half naked and use a very weak gun because they wanted to do that, obviously. The suicide bomb on their backs, remotely controlled by an officer in the backlines is also equipped voluntarily. Nobody was kidnapped and forced into a cannon fodder suicide troop during a colony raid.

Mechanics and Abilities:

Ability:Kamkazz Bomb: This unit can (be) detonate(d.) a powerful Thermo-Nuclear device, which deals a catastrophic amount of Radiation damage to all units inside the radius.

Design Notes:

They can't fire at Grineer, because their weapons are "Governed"*.

*Equipped with a Governor technology, which blocks "friendly"fire.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Satna

Abilities: Kamkazz Bomb

Base Damage: PAWN

Damage Scaling: PAWN

Health:

Flesh: 50

Body Multipliers: Head: 2.0x

Base Affinity: 0

Base Level: 1

Codex Scans: 5

Mod Drops: N/A

Other Drops: N/A

Captain:

Spoiler

Description:

The Captains are veteran officers, who gained enough push in the military structure to lead several squads at once. As they are females, their augs and equipment are top notch. You can consider them female versions of the Squad Leaders. They even use the same gun, although Captains are even more accurate with it, thanks to superior genes and training.

This unit is an Officer:

Mechanics and Abilities:

Innate: Tactical Gear: This unit spawns with random abilities, grenades and innate aura effects, based on what other Grineer units spawn simultaneously with it

Innate: Uncanny Aim: This unit can hit accurately for a short time after something that should throw it's aim off happens.

Innate: Authority: This unit can control several Fireteams at once. This unit adopts lone units searching for a Fireteam faster than other Officers.

Design Notes:

Female badasses equal to the Squad Leaders. Expect to get head shotted even if you just used invis to escape their aim. They are some of the most accurate units in the Grineer army.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Dasatt/Desakar/Murdahuk

Abilities: Tactical Gear, Authority

Base Damage: ROOK

Damage Scaling: ROOK

Health:

Cloned Flesh: 500

Armor:

Composite Armor: 550

Nano-Mesh Fiber: 45

Body Multipliers: Head: 2.0x

Base Affinity: 500

Base Level: 1

Codex Scans: 3

Mod Drops: Grineer Heavy Gunner droptable

Other Drops: N/A

Elefant:

Spoiler

Description:

These heavy soldiers are powerfully augmented for one thing only: complete demolition. Their hydraulic fists can break ship armour and decimate Proxies and Tenno alike. At the same time, crackng their protection requires powerful weapons.

Mechanics and Abilities:

Innate: Power Armor: This unit greatly reduces damage taken from sources with no punchthrough. This unit absorbs punchthrough to decrease the severity of the previous effect.

Melee:Seismic Shockwave: This unit can smash the ground to knockdown all nearby opponents.

Design Notes:

They are called Elefants due to their head gear. Look closely and you'll notice fangs and a trunk.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Hydrobashers

Abilities: Power Armor, Seismic Shockwave

Base Damage: BISHOP

Damage Scaling: ROOK

Health:

Alloy Armor: 700

Armor:

Alloy Armor: 500

Nano-Mesh Fiber: 80

Body Multipliers: Head: 1.5x

Base Affinity: 500

Base Level: 1

Codex Scans: 3

Mod Drops: Grineer Napalm droptable

Other Drops: N/A

Harpy:

Spoiler

Description:

The heavily modified Harpies are airborne melee soldiers. Able to fly around extremely fast, they can often avoid enemy retaliation entirely. Their powerful turbine engines can knock down even Tenno, and their Talons easily cut through metal.

Tooting my own horn, but those turbine engines are some of the best things I've drawn ever. The unit itself is a HoMM throwback.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Talons

Abilities: Flight, Disorienting Strikes

Base Damage: KNIGHT

Damage Scaling: KNIGHT

Health:

Cloned Flesh: 250

Armor:

Ferrite Armor: 200

Body Multipliers: Head: 2.0x

Base Affinity: 200

Base Level: 1

Codex Scans: 3

Mod Drops: Grineer Ballista droptable

Other Drops: N/A

Ogr Lancer:

Spoiler

Description:

Menacingly huge Ogrs are the result of research into bigger muscle mass growth mutations. They succeeded pretty nicely. Ogrs are large, heavy and strong, while essentially no losing anything but life span (so literally who cares). The problem is, that they can't use any standard gear, but this was solved fast, even if it does make them slightly more pricy.They use the full size Bolk LMG, which I guess should be called Bolk HMG. Other guns they can equip are basically small artillery pieces or mortars. You do not want to see a Sigra-wielding Ogr.

Mechanics and Abilities:

Melee:Seismic Shockwave: This unit can smash the ground to knockdown all nearby opponents.

Innate: Juggernaught Health: This unit regenerates hp and has armor-like protection on their health.

Design Notes:

Grineer mutations are a huge possibilty for new units. Here's one.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Bolk HMG or Sigra

Abilities: Seismic Shockwave, Juggernaught Health

Base Damage: BISHOP

Damage Scaling: BISHOP

Health:

Cloned Flesh: 800

Armor:

Ferrite Armor: 500

Body Multipliers: Head: 1.5x

Base Affinity: 600

Base Level: 1

Codex Scans: 3

Mod Drops: Grineer Bombard droptable

Other Drops: N/A

Flamer:

Spoiler

Description:

Also affectionately called "the Daughters of Ruk", these elite assassins are somewhat similar to Vala's Flowers in role and abilities, except, of course, they answer to the Ruk family.

This unit is an Officer.

Mechanics and Abilities:

Innate:Always Alerted: This unit cannot be made unalerted and always spawns as alerted.

Movement:Teleport: Using their Teleport Gear, this unit can quickly reposition themselves, gaining damage reduction on certain frames of the animation.

Grenade:Suppressing-Smoke Grenade: This unit can throw Suppressing-Smoke grenades, which detonate after short delay, stunning all units in the radius, disabling usage of any abilities and creating a temporary smoke screen.

Ability:Invisibility: This unit can turn Invisible.

Ability:Dispel: This unit can attempt to remove effects of Warframe abilities.

Sometimes, very rarely, the elite Kuva Guardians fail their missions. Yeah, I know, very weird. If they aren't instantly killed, they become Dishonored. These forsaken warrioresses can re-obtain their lost status by completing their original objective or exacting vengeance on whoever made them fail it. Due to their last-chance situation, they are even more fierce and dangerous in combat. They do not have the full Kuva protection however.

Mechanics and Abilities:

Innate: Kuva Resistance: This unit resists abilities, but takes more damage from Void.

Design Notes:

Mostly made for the lore, but also, cause melee moves done by Guardians are cool as Hek, but you never see them, cause they are always in ranged form.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Double Krohkur and Bastar

Abilities: Kuva Resistance

Base Damage: ROOK

Damage Scaling: ROOK

Health:

Cloned Flesh: 400

Armor:

Alloy Armor: 400

Body Multipliers: Head: 2.0x

Base Affinity: 400

Base Level: 1

Codex Scans: 5

Mod Drops: Grineer Kuva Guardian droptable

Other Drops: N/A

Fisher:

Spoiler

Description:

Fishers are advanced Scorpions with powerful hydraulic Hooks for each limb. While they can and will drag you toward themselves, they can also do much more devilish manouvers. For example, they can easily drag themselves in instead, and then unleash a flurry of powerful slashing attacks, or use their multiple hooks to fling their victims around and off the map. Don't be surprised if you get suplexed and/or piledrivered from range.

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While the title might sound enigmatic, today's topic is pretty simple really. Just a lot of new characters. Not units, mind you, and not even necessarily bosses, just characters relevant to the lore of the headcanon that goes on in this thread. Some of these already appeared or were mentioned before, so you can finally meet them properly today.

Note: If you haven't already, I recommend reading through my explanation of my headcanon Grineer society first, found here. The link also contains the list of all Councillors.

With that out of the way, let's get to them characters:

Grand Inquisitor Graz Karn:

Spoiler

This elderly Grineer lady bears the title of the Grand Inquisitor. She is the one who seeks out and crushes any and all rebellions and mutinies with her elite Inquisitor Squads. It is said that she can see right through people and know instantly if they are lying.

Reta Vla'Theen:

Spoiler

The propaganda mistress of the Empire. Her voice fills the Grin-Inform "news" channel, which is the main (only) kind of media that Grineer consume. Her side interests include invigilation, intelligence and counter-intelligence. Reta controls a giant array of spy satellites across the entire system.

Bwott M'dakk:

Spoiler

The incredibly extravagant Bwott M'dakk is one of the top secret circle of the Kuva Alchemists. His esoteric armour allows him to break rules of reality and control impossible powers, which he employs in his research. It wouldn't be far off to say he's one of the highest positioned males in the entire Empire.

Krina Hrokgar:

Spoiler

Krina Hrokgar is the leader of the Korsar Special Force. She gained notoriety amongst the Tenno after she was able to steal Ballas' Vitruvian right from the Orbiter of one of them. As time passed and her, she was given more responsibilities, such as training and equipment management for the Yeti Special Tusk Force.

Jadd Drett:

Spoiler

Jjad is Kela De Thaym's right hand when it comes to the Rathuum. He is the one who decides who gets to fight, and who's too weak or boring. Those who don't pass his trials get executed instantly, if the trials themselves don't kill them. Those who pass really well, however, get to become members of his own special force, tasked with hunting traitors and other targets that are particularly annoying the Empire.

Shaula Ruk:

Spoiler

Shaula is Sargas' spokesperson. As general Ruk is male, he was not viable to become a High Noble Matriarch. And so, Shaula was specifically made to represent the newly ascended House Ruk as it's Matriarch. Incredibly eloquent and well-spoken, she stands in stark contrast with the brute Sargas. Don't be fooled however, as she is perhaps even more ruthless than him.

Lesath Ruk:

Spoiler

If Shaula is the Voice, the Lesath is the fist. And what a powerful fist she is! This Grineer lady is perfectly tuned machine of death and destruction. Able to singlehandedly clear Corpus capital ships, she is one of the reasons why Grineer hold of Saturn is so strong. The only person able to stop her rampages is her "sister" Shaula.

Anja Drakkar:

Spoiler

Once known as Anja Hek, she was an assassin who nearly wiped out the Grineer High Council in an effort to give Vay Hek full control of the Grineer military. This failed when she encountered the first person she coudn't kill, Ela Drakkar. Ela took Anja into her House and gave her the position of the Head Jager, the right hand of the Matriarch. But this wasn't enough for Anja who also joined the newly formed Earth-based Tusk Forces. She was promoted to the highest rank near instantly, even though she was considered a traitor, now that her allegiance was with the Drakkars. Her entire body is made out of weapons, as she is obsessed with the idea of being able to kill Ela Drakkar, the [Invincible, Greatest Huntress].

Gaud Krupp:

Spoiler

Gaud's name commands respect. This elderly Grineer Forgemaster is the mastermind behind many breakthroughs and innovations. Recently, he has become the personal weaponsmith of Ela Drakkar, making such awe-inspiring masterpieces as the Gustof, Malforn and Kruks. If that wasn't enough, he is also a genius armorsmith, the Drakkar family wears only the best of his gear.

Grah Drakkar:

Spoiler

Grah is the result of an experiment where the genes of Drakkar and Regor families were combined. The resulting Grineer is very weak, as she inherited the same problems that plagued Sahra before she stole a Tenno body, but both her mind and her esoteric abilities are not to be underestimated. Able to wield Orokin artifacts and bypass their security codes with ease due to gene-compatibility, she is an amazing asset for the Drakkar's Grinjagr Vault-Diver Division. For some reason her body spontaneously generates plants known as roses.

Zula Drakkar:

Spoiler

Zula is the third in Drakkar hierarchy, right below the Matriarch and Head Jager. She is the leader of the Grinjagr, which is the main combat force of the Drakkar House. Zula herself is probably as powerful as a great chunk of the entire force. She is very eager to be the testbed of many weird experimental technologies (mostly conceived by Gaud Krup), such as her Warp-Munition Cannon, which can tear right through Sentient targets with it's adaptation-exploiting chemical structure.

Stela Gant:

Spoiler

Some heroes are quiet and hidden. Stela is one of those types, as the Grand Admiral of the Grineer Fleet, she is responsible for pretty much every single movement of Grineer ships around the system. With an intellectual capacity boosted via several Cephalons grafted into her mind, she is the perhaps the greates tactical genius of all times and yet, pretty much noone knows she even exists.

Klora Vann:

Spoiler

Klora Vann is often called the Grineer Mother, as she is the one who conceived the new and improved cloning technologies used even today. Her work in the field of genetics has made her frequently cooperate with Tyl Regor, Frud Tengus and even the reclusive Trecha Krall.

Sange Vann:

Spoiler

Sange is a nearly 1 to 1 clone of Klora Vann, with the one big difference being that he is male. He was created to be a handy assistant (or even the subject) during experiments, but his intellect came to be pretty much equal to Klora, so using him for menial tasks would be a waste. Since then, he has become a scientist of his own, although his potential is diminished by his chronic pain, which he tries to fix by abusing the Synthula drug.

REGICIDE Spoilers:

Spoiler

Wyrm Queen:

Spoiler

The Worm Queen has officially changed her title since the events of Regicide. Even though she is now the only Grineer Queen, she is now stronger and more motivated than ever. With thehelp of unnatural, reality-bending powers acquired through the "Loyalist" Teshin's Riven Oro, she has made new allies in her war against the Tenno. Her body has been remade to a form that seems to resemble her original appearance, except without the Orokin influence. She is now perhaps the only pure Old Earth human in the system.

The Zuka is basically 4 reusable launchtubes connected to a trigger mechanism and a laser target-finder. It's unsophisticated design has proven very sturdy and reliable, especially in hands of the highly mobile Hellion troops.

Mechanics:

Innate: Quad Launcher: This weapon fires 4 missiles for the price of one. Charge to fire multiple shots in a burst.

Innate:Laser Pointer: This weapon passively paints enemies it is aimed at after a short lock-on time. When fired, the missiles will home onto any locked on enemies. The missiles will be equally split amongst all Locked-On units. Lock-On delay is affected by Fire Rate.

Design notes:

So, as you may or may not know, Grineer Hellion units can fire rockets at you when they are flying. BUT, they fire them from their grakatas, which obviously cannot stand. So, this gun is now what they use.

Stats:

Mastery: 8

Slot: Secondary

Type: Launcher

Trigger: Semi-Auto

Ammo: Pistol

Noise: Alarming

Fire rate: 6.0 rounds per sec

Accuracy: 45

Magazine size: 3 rounds per mag

Max ammo: 12 rounds

Reload time: 1.3 s

Piercing: N/A

Total Damage: 800.0

Pellets: 4 (200.0 damage per pellet)

Blast: 800.0

Crit chance: 30%

Crit multiplier: 2.5x

Status chance: 15%

Damage falloff: N/A

Polarities:

Manufacturing Requirements:

Blueprint researchable in Dojo Chem lab.

Requires Arpiga Research.

Razrak:

Spoiler

Description:

The Razrak is a highly advanced bolt-firing SMG with a bolted-on piece of a mysterious creature. The creature is still somewhat alive, kept in a state of undeath with Kuva. As the gun is fired, the creature enchant bolts fired to increase their lethality, but at the cost of users life force.

Mechanics:

Innate:Dragon-Shell Barrel Shroud: This weapon gradually gains damage as it is fired. Firing this weapon siphons health from the user.

Innate:Tap-Fire: This weapon can gain the benefits of any traits requiring full-auto fire without actually firing at full-auto.

Innate (Riven Curse): [Your Life is Mine]: This weapon prevents allies from reviving the user. Killing enemies with this weapon grants revive progress. The user of this weapon will enter bleedout state even in Solo mode.

The Amprak is an experimental weapon made within the same project that created the Javelin troops. The electromagnetic accelerator in the center of this weapon is powerful enough to fling heavy depleted uranium shells over kilometres with solid accuracy. And it can do it at full-auto. This weapon is completely unusable by people without superhuman strength provided by Grineer augments due to it's sheer weight.

Mechanics:

Innate:Railgun: Every time this weapon is fired, a line of strong energy forms behind the projectile (it's hit scan but whatever), with high chance of proccing both Radiation and Corrosive. This weapon accepts Rifle mods

Innate: Advanced Optic Systems: This weapon highlights enemies and predicts kills (even when not scoped in), letting the operator to decide when not to take the shot in stealth situations. While scoped in, enemies glow in the weapon's energy color (not just an outline, their whole sihouette would be marked), Punch-Through allows to see enemies through walls (up to the Punch-through value).

Design notes:

I like railguns. *gets hit by a railgun* This gun is a Heavy slot weapon, just like the Sigra. At the same time, it is NOT an Archwing weapon (just like the Sigra).

The iconic Grineer shotgun, brought up to modern standards by the famous Arno Harkonar. With many parts of the design completely revamped, this shotgun fires massive waves of shot from it's segmented barrels, allowing the operator to choose how spread out the projectiles are supposed to be. The magazine was moved back into the stock, which helps with stability and increases the amount of ammo that can be held inside the mag.

Mechanics:

Alt-fire:Torrent Gun: This weapon fires massive waves of projectiles per shot. Alt-fire controls the spread pattern of the wave.

This exotic weapon was created from war scrap and other low quality materials by the talented rogue Grineer Forgemaster Vikto Krup (Gaud's "brother"). Firing molten scrap not unlike the one it has been made of, it can destroy enemies with the resulting fiery waves of metal. It has very high range for a shotgun, owing to it's very long specialised barrel.

Mechanics:

Innate:Molten Shrapnel Launcher: This weapon fires bursts of molten metal. When this weapon procs Heat status, it also procs Slash status, when this weapon procs Slash status, it also procs Heat status.

Innate: Unleash the Wolves: This weapon gains increased range, fire rate and increased projectile and burst count for each kill, up to a cap.

Design notes:

Visually and mechanically inspired by the Lord of Wolves from Destiny 2. It's fitting as it is obtainable from the Wolf's of Saturn Six Wolf Pack.

The Lupus is yet another invention of Vikto Krup. This diminutive pistol fires small balls of plasma which electrocute nearby enemies as they fly near them. Direct hits discharge a powerful shock sphere.

Mechanics:

Innate:Plasma Pistol: This weapon fires balls of plasma that shocks nearby enemies. When this weapon procs Heat status, it also procs Magnetic status, when this weapon procs Magnetic status, it also procs Heat status. Whenever this weapon procs Electricity status, it also procs Corrosive status. This weapon's unique damage types do not combine with mods put on it in any way.

Innate: Shock Sphere: Directly hitting enemies causes a sphere of energy that deals damage to all enemies within during it's brief lifespan.

Charge: EMP Shot: This weapon can be charged to fire an EMP shot, which disables robotic enemies.

Design notes:

Obtained from the Wolf Pack, like the above Vargr.

Stats:

Mastery: 6

Slot: Secondary

Type: Pistol

Trigger: Semi-Auto

Ammo: Pistol

Noise: Alarming

Fire rate: 5.45 rounds per sec

Accuracy: 100

Magazine size: 15 rounds per mag

Max ammo: 300 rounds

Reload time: 1.4 s

Piercing: N/A

Total Damage: 100.0

Heat: 40.0

Electricity: 40.0

Magnetic:20.0

Crit chance: 18%

Crit multiplier: 2.1x

Status chance: 30%

Damage falloff: N/A

Polarities: N/A

Manufacturing Requirements:

Blueprint obtainable from Vikto Krup's shop.

Malforn:

Spoiler

Description:

This menacing weapon was handcrafted by the renowned Gaud Krup, specifically for Ela Drakkar. The Sprin LMG was built based on this gun's specific ammunition. The Malforn fires bolts of pure Nyth, which are made from the raw material the moment the user presses down on the trigger. While this delays the shot, it also ensures the perfect balistics of the projectile. This weapon is incredibly lethal, especially to the Tenno, as the unrefined Nyth dust is an incredibly potent esoteric poison. Don't show this to Teshin, he'll tell you to throw it away or destroy it instantly.

The Malforn salvaged for use by the Tenno is just a mere shadow of the original masterpiece, which is still in possession of Ela Drakkar.

Innate: The Betrayer: This weapon increases the duration of Radiation procs on the user. Activates Reverse Friedly Fire.

Innate (Riven Curse): [Destroyer of Light]: This weapon deals massively decreased damage to Riven units. This weapon deals massively increased damage if the user is Riven. If the user is Riven, this weapon does NOT deal decreased damage to Riven enemies.

*any Slash proc caused by this weapon deals more damage. Slash damage itself is not increased.

Design notes:

The magazine is the thing sticking out above the grip, it's just full of Nyth powder. The thing that looks like a revolver cylinder is actually the grinder module, which forces the dust to form the bolt. Visually inspired by the Thorn from Destiny 2.

The Zuka is basically 4 reusable launchtubes connected to a trigger mechanism and a laser target-finder. It's unsophisticated design has proven very sturdy and reliable, especially in hands of the highly mobile Hellion troops.

Mechanics:

Innate: Quad Launcher: This weapon fires 4 missiles for the price of one. Charge to fire multiple shots in a burst.

Innate:Laser Pointer: This weapon passively paints enemies it is aimed at after a short lock-on time. When fired, the missiles will home onto any locked on enemies. The missiles will be equally split amongst all Locked-On units. Lock-On delay is affected by Fire Rate.

Design notes:

So, as you may or may not know, Grineer Hellion units can fire rockets at you when they are flying. BUT, they fire them from their grakatas, which obviously cannot stand. So, this gun is now what they use.

Stats:

Mastery:

Slot:

Type:

Trigger:

Ammo:

Noise:

Fire rate:

Accuracy:

Magazine size:

Max ammo:

Reload time:

Piercing:

Total Damage:

Impact:

Puncture:

Slash:

Crit chance:

Crit multiplier:

Status chance:

Damage falloff:

Polarities:

Manufacturing Requirements:

| | | | | 24 hours

Blueprint researchable in Dojo Chem lab:

| | | | | 72 hours

x1x3 x10 x30 x100﻿

Razrak:

Reveal hidden contents

Description:

The Razrak is a highly advanced bolt-firing SMG with a bolted-on piece of a mysterious creature. The creature is still somewhat alive, kept in a state of undeath with Kuva. As the gun is fired, the creature enchant bolts fired to increase their lethality, but at the cost of users life force.

Mechanics:

Innate:Dragon-Shell Barrel Shroud: This weapon gradually gains damage as it is fired. Firing this weapon siphons health from the user.

Innate:Tap-Fire: This weapon can gain the benefits of any traits requiring full-auto fire without actually firing at full-auto.

Innate (Riven Curse): [Your Life is Mine]: This weapon prevents allies from reviving the user. Killing enemies with this weapon grants revive progress. The user of this weapon will enter bleedout state even in Solo mode.

Design notes:

Spoilerinos.

Stats:

Mastery:

Slot:

Type:

Trigger:

Ammo:

Noise:

Fire rate:

Accuracy:

Magazine size:

Max ammo:

Reload time:

Piercing:

Total Damage:

Impact:

Puncture:

Slash:

Crit chance:

Crit multiplier:

Status chance:

Damage falloff:

Polarities:

Manufacturing Requirements:

| | | | | 24 hours

Blueprint researchable in Dojo Chem lab:

| | | | | 72 hours

x1x3 x10 x30 x100﻿

Amprak:

Reveal hidden contents

Description:

The Amprak is an experimental weapon made within the same project that created the Javelin troops. The electromagnetic accelerator in the center of this weapon is powerful enough to fling heavy depleted uranium shells over kilometres with solid accuracy. And it can do it at full-auto. This weapon is completely unusable by people without superhuman strength provided by Grineer augments due to it's sheer weight.

Mechanics:

Innate:Railgun: Every time this weapon is fired, a line of strong energy forms behind the projectile (it's hit scan but whatever), with high chance of proccing both Radiation and Corrosive.

Innate: Advanced Optic Systems: This weapon highlights enemies and predicts kills (even when not scoped in), letting the operator to decide when not to take the shot in stealth situations. While scoped in, enemies glow in the weapon's energy color (not just an outline, their whole sihouette would be marked), Punch-Through allows to see enemies through walls (up to the Punch-through value).

Design notes:

I like railguns. *gets hit by a railgun*

Stats:

Mastery:

Slot:

Type:

Trigger:

Ammo:

Noise:

Fire rate:

Accuracy:

Magazine size:

Max ammo:

Reload time:

Piercing:

Total Damage:

Impact:

Puncture:

Slash:

Crit chance:

Crit multiplier:

Status chance:

Damage falloff:

Polarities:

Manufacturing Requirements:

| | | | | 24 hours

Blueprint researchable in Dojo Chem lab:

| | | | | 72 hours

x1x3 x10 x30 x100﻿

Sobek Mk II:

Reveal hidden contents

Description:

The iconic Grineer shotgun, brought up to modern standards by the famous Arno Harkonar. With many parts of the design completely revamped, this shotgun fires massive waves of shot from it's segmented barrels, allowing the operator to choose how spread out the projectiles are supposed to be. The magazine was moved back into the stock, which helps with stability and increases the amount of ammo that can be held inside the mag.

Mechanics:

Alt-fire:Torrent Gun: This weapon fires massive waves of projectiles per shot. Alt-fire controls the spread pattern of the wave.

Design notes:

Stats:

Mastery:

Slot:

Type:

Trigger:

Ammo:

Noise:

Fire rate:

Accuracy:

Magazine size:

Max ammo:

Reload time:

Piercing:

Total Damage:

Impact:

Puncture:

Slash:

Crit chance:

Crit multiplier:

Status chance:

Damage falloff:

Polarities:

Manufacturing Requirements:

| | | | | 24 hours

Blueprint researchable in Dojo Chem lab:

| | | | | 72 hours

x1x3 x10 x30 x100﻿

Vargr:

Reveal hidden contents

Description:

This exotic weapon was created from war scrap and other low quality materials by the talented rogue Grineer Forgemaster Vikto Krup (Gaud's "brother"). Firing molten scrap not unlike the one it has been made of, it can destroy enemies with the resulting fiery waves of metal. It has very high range for a shotgun, owing to it's very long specialised barrel.

Mechanics:

Innate:Molten Shrapnel Launcher: This weapon fires bursts of molten metal. When this weapon procs Heat status, it also procs Slash status, when this weapon procs Slash status, it also procs Heat status.

Innate: Unleash the Wolves: This weapon gains increased range, fire rate and increased projectile and burst count for each kill, up to a cap.

Design notes:

Visually and mechanically inspired by the Lord of Wolves from Destiny 2. It's fitting as it is obtainable from the Wolf's of Saturn Six Wolf Pack.

Stats:

Mastery:

Slot:

Type:

Trigger:

Ammo:

Noise:

Fire rate:

Accuracy:

Magazine size:

Max ammo:

Reload time:

Piercing:

Total Damage:

Impact:

Puncture:

Slash:

Crit chance:

Crit multiplier:

Status chance:

Damage falloff:

Polarities:

Manufacturing Requirements:

| | | | | 24 hours

Blueprint researchable in Dojo Chem lab:

| | | | | 72 hours

x1x3 x10 x30 x100﻿

Lupus:

Reveal hidden contents

Description:

The Lupus is yet another invention of Vikto Krup. This diminutive pistol fires small balls of plasma which electrocute nearby enemies as they fly near them. Direct hits discharge a powerful shock sphere.

Mechanics:

Innate:Plasma Pistol: This weapon fires balls of plasma that shocks nearby enemies. When this weapon procs Heat status, it also procs Magnetic status, when this weapon procs Magnetic status, it also procs Heat status. Whenever this weapon procs Electricity status, it also procs Corrosive status.

Innate: Shock Sphere: Directly hitting enemies causes a sphere of energy that deals damage to all enemies within during it's brief lifespan.

Charge: EMP Shot: This weapon can be charged to fire an EMP shot, which disables robotic enemies.

Design notes:

Obtained from the Wolf Pack, like the above Vargr.

Stats:

Mastery:

Slot:

Type:

Trigger:

Ammo:

Noise:

Fire rate:

Accuracy:

Magazine size:

Max ammo:

Reload time:

Piercing:

Total Damage:

Impact:

Puncture:

Slash:

Crit chance:

Crit multiplier:

Status chance:

Damage falloff:

Polarities:

Manufacturing Requirements:

| | | | | 24 hours

Blueprint researchable in Dojo Chem lab:

| | | | | 72 hours

x1x3 x10 x30 x100﻿

Malforn:

Reveal hidden contents

Description:

This menacing weapon was handcrafted by the renowned Gaud Krup, specifically for Ela Drakkar. The Sprin LMG was built based on this gun's specific ammunition. The Malforn fires bolts of pure Nyth, which are made from the raw material the moment the user presses down on the trigger. While this delays the shot, it also ensures the perfect balistics of the projectile. This weapon is incredibly lethal, especially to the Tenno, as the unrefined Nyth dust is an incredibly potent esoteric poison. Don't show this to Teshin, he'll tell you to throw it away or destroy it instantly.

The Malforn salvaged for use by the Tenno is just a mere shadow of the original masterpiece, which is still in possession of Ela Drakkar.

Innate: The Betrayer: This weapon increases the duration of Radiation procs on the user.

Innate (Riven Curse): [Destroyer of Light]: This weapon deals massively decreased damage to Riven units. This weapon deals massively increased damage if the user is Riven. If the user is Riven, this weapon does NOT deal decreased damage to Riven enemies.

*any Slash proc caused by this weapon deals more damage. Slash damage itself is not increased.

Design notes:

The magazine is the thing sticking out above the grip, it's just full of Nyth powder. The thing that looks like a revolver cylinder is actually the grinder module, which forces the dust to form the bolt. Visually inspired by the Thorn from Destiny 2.

Potentially finally given em a taste of their own medicine eh? Shotgun ammo or "Launcher" ammo?

Hm, Infested? Sentient? Bioengineered Construct? Anyway, this one sounds a bit dangerous for Warframe, given the game's focus on team-play.

Personal opinions on Grinic technological focus-points aside, AH, reminds me of my "Void-Ripper" gun that fell through due to being to complicated in my own mind, strictly through your "contaminated contrails" aspect.

Ah, waves as in "pellets that move up and down mid flight" or "burstfire blasts"?

Intrigueing, could almost think of it as a "birding shotgun" of sorts in our arsenal, choked to accuracy. Critical-focused mayhaps?

similar to my Ekembo, but, rendered down into pistol form and with significantly more bells and whistles attached! Can imagine this bugger was made for liberation missions, frying Corp proxies and grin prosthetics to allow operatives to pass.

Ooooo, enchantingly esoteric! I certainly like what I see with this piece. Fiendishly conclave-minded, yet, by no means pigeon-holed into that role.Wouldn't mind seeing this fella get the "Platinum Stamp" from the fellas on-high!

Hm, Infested? Sentient? Bioengineered Construct? Anyway, this one sounds a bit dangerous for Warframe, given the game's focus on team-play.

Spooky scary things.

58 minutes ago, Unus said:

Ah, waves as in "pellets that move up and down mid flight" or "burstfire blasts"?

As in "giant amounts of pellets".

59 minutes ago, Unus said:

Intrigueing, could almost think of it as a "birding shotgun" of sorts in our arsenal, choked to accuracy. Critical-focused mayhaps?

It might have long range (for a shottie), but it's not a super accurate thing. Look up gameplay of Lord of Wolves from Destiny 2 (preferably older than 3-4 months, due to rework) to give yourself an idea on how it shoots.

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It might have long range (for a shottie), but it's not a super accurate thing. Look up gameplay of Lord of Wolves from Destiny 2 (preferably older than 3-4 months, due to rework) to give yourself an idea on how it shoots.

I'm guessing that means it's the 5-round burst version, not the hilariously broken 10-round burst version

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Yup, more units. Tomorrow, for the last day of the Grineer Week, I've got another short story planned.

As always, full stats come later.

Pursuer:

Spoiler

Description:

These elite warriors bear enchanted armour, which confers paranormal abilities. Their purpose is to combat all enemies who can use void magics.

This unit can be Field-Promoted.

Mechanics and Abilities:

Innate: Esoteric Armour: This unit possess health and armor regeneration, as well as resisting ability effects.

Ability: Pursuit: This unit can dive into a subdimension, becoming invisible and untouchable. While inside, this unit's attacks drag targets to this dimension.

Design Notes:

They are kinda like Manics, but magical.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Chaikar

Abilities: Esoteric Armor, Pursuit

Base Damage: BISHOP

Damage Scaling: BISHOP

Health:

Cloned Flesh: 450

Armor:

Composite Armor: 450

Nano-Fiber Mesh: 50

Body Multipliers: Head: 2.0x

Base Affinity: 450

Base Level: 1﻿

Codex Scans: 3

Mod Drops: Grineer Manic droptable

Other Drops: N/A﻿

Howler:

Spoiler

Description:

Some Grineer are born too weak, some are born strong but insane and uncontrolable. The Howlers are perfect examples of the latter. Unable to use conventional weapons due to no cordination skills, they fight with blades bolted to their arms. Their savage screams can cause anyone to attempt run for their lives.

Mechanics and Abilities:

Innate: Insanity Speed: This unit can move extremely fast, and cannot be slowed.

Innate: Barb-Armour: This unit reflects a portion of taken melee damage to the assailants.

Ability: Howl: This unit can perform a scream, which forces all enemy NPCs to run in panic, and briefly stuns Warframes and Tenno.

Design Notes:

These guys are scary.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Blades

Abilities: Insanity Speed, Barb-Armour, Howl

Base Damage: BISHOP

Damage Scaling: BISHOP

Health:

Cloned Flesh: 400

Armor:

Ferrite Armor: 300

Body Multipliers: Head: 2.0x

Base Affinity: 300

Base Level: 1﻿

Codex Scans: 5

Mod Drops: Grineer Butcher droptable

Other Drops: N/A﻿

Psycho:

Spoiler

Description:

Some Grineer are born way too malicious and independent. The Psychos represent these types of unwanted traits. As being individualistic is one of the worst things you can be as a Grineer grunt, these soldiers aren't allowed to equip guns. It's just too likely they would try to rebel. Dropped in for suicide pushes, the Psychos are desperate, but also always planning. There has to be a point where an opportunity to escape presents itself, right?

Melee: Powerblade: Their Machetes have been illegally modified to pack incredible punch, while being easier and faster to use. Each hit has a chance to knock down opponents.

Design Notes:

I suppose this is a unit version of Raff Krossk. These guys are similar to him, mentally.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Power Machete

Abilities: No Morale

Base Damage: BISHOP

Damage Scaling: BISHOP

Health:

Cloned Flesh: 400

Armor:

Ferrite Armor: 300

Body Multipliers: Head: 2.0x

Base Affinity: 300

Base Level: 1﻿

Codex Scans: 5

Mod Drops: Grineer Butcher droptable

Other Drops: N/A﻿

Cannibal:

Spoiler

Description:

Some Grineer grow deranged as they age. As they grow, they acquire taste for live flesh. While one could assume that keeping them alive might not be a good idea, hungry Cannibals are a force to reckon with. Insanely fast and durable they can close distance in a blink of an eye and destroy their targets.

Mechanics and Abilities:

Innate: Insanity Speed: This unit can move extremely fast, and cannot be slowed.

Innate: Juggernaught Health: This unit regenerates hp and has armor-like protection on their health.

Augmented for long range melee combat, the Reavers attack their foes with super sharp prehensile blades. At the same time, their grip is so strong they can throw enemies they are able to grab.

Mechanics and Abilities:

Melee: Razor Grab: This unit can grab and throw enemies, while slashing them with it's long arm.

Design Notes:

They can grab even CC immune targets.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Razor Arm

Abilities: Razor Grab

Base Damage: KNIGHT

Damage Scaling: BISHOP

Health:

Cloned Flesh: 250

Armor:

Ferrite Armor: 200

Body Multipliers: Head: 2.0x

Base Affinity: 200

Base Level: 1﻿

Codex Scans: 3

Mod Drops: Grineer Butcher droptable

Other Drops: N/A﻿

Twitch:

Spoiler

Description:

Using their genetic instability for their advantage, Twitches move extremely fast and unpredictably, allowing them to dodge fire in an uncanny way. For some reason their aim isn't really thrown off due to this.

Innate:Uncanny Aim: This unit can hit accurately for a short time after something that should throw it's aim off happens.

Design Notes:

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Grakata/Sheev

Abilities: N/A

Base Damage: KNIGHT

Damage Scaling: KNIGHT

Health:

Cloned Flesh: 200

Armor:

Alloy Armor: 200

Body Multipliers: Head: 2.0x

Base Affinity: 200

Base Level: 1﻿

Codex Scans: 5

Mod Drops: Grineer Lancer droptable

Other Drops: N/A﻿

Tactical Insertion Marine:

Spoiler

Description:

These marines have been plugged into an experimental Assault Womb Units. Thanks to the protection confered to them they are essentially invincible. The only way to kill them is too disable the heavily armored life support system hidden inside the AWU. These soldiers are deployed in the most simplistic way possible: shot out of boarding cannons towards the enemy forces. After reaching their target, they can teleport their allies directly into the fight.

This unit is an Officer.

Mechanics and Abilities:

Innate: Immortality: This unit cannot be killed, but dies instantly upon destruction of the life support system inside the AWU.

Grenade:Assault Grenades: This unit can fire many types of grenades from it's arm-mounted launcher.

Essentially a mobile version of the Kuva Immortals found in the Inner Sanctum.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Ignis/Ignis

Abilities: Assault Grenades, Teleport Reinforcements, Immortality

Base Damage: ROOK

Damage Scaling: BISHOP

Health:

Cloned Flesh: infinity

Body Multipliers: Head: 2.0x

Base Affinity: 600

Base Level: 1﻿

Codex Scans: 3

Mod Drops: Grineer Scorch droptable

Other Drops: N/A﻿

Munitions Officer:

Spoiler

Description:

Obviously, if you shoot your guns, you need ammo. Munition Officers bring the necessary supplies to their allies and trick their enemies. Running around the battlefield is scary, so these soldiers are equipped with a passive camo system, making them very hard to spot inside the chaos.

This unit is an Officer.

Mechanics and Abilities:

Innate: Passive Camo: This unit is passively camouflaged, making them difficult to see.

Gungoddesses are veteran, heavily augmented soldiers equipped with 6 Jagkar handcannons. They are often aligned with the Drakkar House and join their hunts.

Mechanics and Abilities:

Innate:Uncanny Aim: This unit can hit accurately for a short time after something that should throw it's aim off happens.

Ability: Peacemaker: This unit can enter a channeled state in which they will gain 100% accuracy, rapidly increasing fire rate and greatly increased damage.

Design Notes:

Basically a final upgrade for the Gunslinger units.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Heksa Jagkar

Abilities: Peacemaker

Base Damage: ROOK

Damage Scaling: QUEEN

Health:

Alloy Armor: 600

Armor:

Alloy Armor: 500

Nano-Fiber Mesh: 60

Body Multipliers: Head: 2.0x

Base Affinity: 500

Base Level: 1﻿

Codex Scans: 3

Mod Drops: Grineer Ballista droptable

Other Drops: N/A﻿

Invader:

Spoiler

Description:

Invaders are covert ops units, designed to infiltrate and destroy targets stealthily. Equipped with silenced pistols they switch to the powerful Pump-Action Visikla shotguns when things get heated. They can use any and all tactical shells of this weapon to their advantage.

Mechanics and Abilities:

Innate: Passive Camo: This unit is passively camouflaged, making them difficult to see.

Movement:Teleport: Using their Teleport Gear, this unit can quickly reposition themselves, gaining damage reduction on certain frames of the animation.

Design Notes:

They are often seen during Invasion missions.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Klensak/Visikla

Abilities: Passive Camo, Teleport

Base Damage: BISHOP

Damage Scaling: BISHOP

Health:

Cloned Flesh: 400

Armor:

Composite Armor: 400

Body Multipliers: Head: 2.0x

Base Affinity: 400

Base Level: 1﻿

Codex Scans: 3

Mod Drops: Grineer Ballista droptable

Other Drops: N/A﻿

Sentry:

Spoiler

Description:

Sentries are specialised troops designated to patrol heavy risk areas and alarm the facility instantly upon discovering enemies. They are frequently deployed during Tenno assaults or after a successful Invasion of a Corpus-controlled sector. Their Hinds have been modified to lay down automatic suppressive fire.

Able to inflict Suppression effect on their targets.

Mechanics and Abilities:

Innate: Scanner Array: This unit can detect enemies way more easily in a wide arc.

The massive Hogs are yet another mutation in the Grineer genetic code. These behemoths are extremely hard to kill. They are slow, but impossible to stop. Their gigantic Bolk HMGs fire low-caliber artillery rounds for devastating effects.

Mechanics and Abilities:

Innate:Shock Augments: This unit resists Crowd Control and is immune to knockdowns/ragdolls.

Innate: Juggernaught Health: This unit regenerates hp and has armor-like protection on their health.﻿

Innate: Behemoth Heart: This unit regenerates health, with the regen becoming faster as they lose health.

Grenade:Assault Grenades: This unit can fire many types of grenades from it's arm-mounted launcher.﻿

Melee:Seismic Shockwave: This unit can smash the ground to knockdown all nearby opponents.

Blazers are delayed-suicide troops, fast and simple. While they can act like normal Grineer Lancers, the moment they are given the command, they will rush the enemy, while activating a delayed napalm bomb hidden within their armor. As they can withstand unimaginable pain, they are able to melee normally while being burned alive. As a last resort, they will jump on their enemies to burn them too.

These advanced Ballistas use the prototype Amprak railgun. While they still need to take aim for a short time before firing, they can continue shooting with no delays afterwards.

Mechanics and Abilities:

Grenade: Smoke Grenades: This unit can throw vision-obscuring smoke grenades. Due to this unit's weapon, it is not impaired by it's own grenades.

Design Notes:

Another sniper, lol.

Stats:

Faction: Grineer

Tileset: Any Grineer Tileset

Weapons: Amprak

Abilities: Smoke Grenades

Base Damage: ROOK

Damage Scaling: BISHOP

Health:

Cloned Flesh: 300

Armor:

Alloy Armor: 300

Body Multipliers: Head: 2.0x

Base Affinity: 300

Base Level: 1﻿

Codex Scans: 5

Mod Drops: Grineer Ballista droptable

Other Drops: N/A﻿

Saint:

Spoiler

Description:

Saints are reborn Grineer, blessed by the Wyrm Queen herself. They are partially immortal, and able to resurrect themselves or their allies. They can create Immortality Sigils somewhere in the map, which make them impossible to truly kill until destroyed. At the same time, they use this to their advantage to be extremely aggressive and relentless in their assault.

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After the unexpected (and incredibly brief) visit from the supposedly dimension-travelling "Teshin", the Worm Queen closed herself off from the outside world. She needed to rethink... well, pretty much everything. Never in her wildest dreams would she expect that the recent events would be even plausible, and yet, they became the reality she was living in.

Death of her sister, visitors from alternate universes, this new weird, incredible power she felt inside... All of it was too much to happen at once.

Her thoughts were interrupted by a sound. It sounded as if someone else was in the chamber, even though it was locked from the inside.

"W-who are you? How did you get in here?" asked Worm.

"I am the Queen of the Grineer Empire. You can call me Gaia. Gaia Drull" answered the intruder, still mostly hidden in the shadows.

"What?"

"Oh don't worry, I don't wish to steal your empire. I'm a Queen of another one" the person smiled. Worm looked upon a female Grineer of imposing stature, fitted with intricate armour and a coiling, mechanical snake-tail instead of legs.

"Are you also from some other dimension?" Worm already knew the answer, but asked anyway.

"Precisely. I am quite like you. A queen, blessed with powers beyond understanding of the commoners. But, there is one difference... You fight with the Corpus, the Tenno, the Orokin terraformers... and I don't."

"Huh?"

"My empire won. I am the Queen. Of the entire Origin System." Gaia visibly swelled up with pride and smiled. "And it's boring really... Thus, when I saw you, faced with so many adversaries, I couldn't help myself. I knew immediately I have to come here... and help you."

"Help me? I'm doing pretty well for myself thank you very much."

"Do you? Then what about your sister?"

Gaia smiled again. "I can show you how to use this power you've just obtained. Do you even know what it's called?"

"Hmm... No."

"It does have many names, but I think that the most appropriate in your universe would be... [Riven]."

"Alright. What does it do?" Worm couldn't help but be curious.

"It's simple really. It let's you do whatever you want. [Anything and Everything]. As long as you know how to [Force] it."

"How do I force it then?"

"First, you need to kill a Dragon. Then you shall take it's [Talon-Knife]. It will be your [Key]."

"You lost me at the part with the <Dragon>."

"You'll see. Very soon. And then... you will take this world for yourself. And I'll get some entertainment from it. Deal?"

Shield Osprey: due to changes in the Synergies category (see below), Shield Ospreys no longer grant shields to allied units. They are renamed to Booster Ospreys, gain a weak laser gun attack, and the ability to grant OVERSHIELDS to allies. Additionally, it now has innate aoe damage-dodge chance (has a chance to dodge aoe damage).

Temple units:

So, as you may know, Nef Anyo's Orb Vallis forces are called Terra [insert unit name here]. I object to that.

Terra is a word meaning Earth, the planet. I mean, Vay Hek has a TERRA FRAME mech, for Hek's sake.

So, in my thread's alternate reality, there is no Terra Corpus. They are called Temple Corpus. Cause you know, Nef is highly "religious". It took me whole 2 seconds to come up with this. I'm joking, it was instant.

WIP [More stuff will appear here.]

Now, I think it's time I explained what I meant by:

On 2019-05-28 at 10:32 PM, HugintheCrow said:

Stratagems:

1. Synergistic Approach:

As Corpus level goes up, inter-unit synergies improve

Corpus Inter-Unit Synergies:

The basic idea is that, while obviously 2 units are always stronger than 1, in case of Corpus, 2 can be stronger than 2. The whole is greater than the sum of it's parts.

Every single Corpus unit has an aura effect based on what that unit is and what are it's allies. Yes, EVERY SINGLE ONE.

Units under those effects will be visually "linked" together.

I won't go into full numeric details, because that would take way too much time, all I want is to convey the main idea.

All effects get exponentially stronger the more units are "linked" together.

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While I don't think I'll ever get Corpus up to the same amount of new units as I did (and continue doing) with Grineer (currently at 150-ish units in the thread), it's worth to at least add something. And by something, I mean like over 30 units...

Remember when I said this?:

On 2019-07-25 at 12:34 AM, HugintheCrow said:

The unit dump to end all unit dumps*:

(...)

*at least until the next unit dump, which will be even bigger, knowing me.﻿

Yeah...

Let's get into it. As always, full stats come later. DONE.

Lion Proxy:

Spoiler

Description:

The fearsome (and fearless) LION-pattern Proxy is a step up from the Jackal, both offensively and defensively. Able to deploy wide energy barrier in front of itself, it is doubly protected by a polymer plated "collar", all the while firing at multiple targets with it's 4 laser turrets. If the enemies attempt to approach it, it can down them with a powerful conical slam attack. It's weakness lies in it's protections being focused on the front, but multiple Lions can become a dangerous formation.

Innate: Multi-targeting: This unit can attack multiple targets at the same time.

Ability: Barrier Collar: This unit can project an energy barrier in front of itself.

Melee: Knockdown Slam: This unit can slam the ground, knocking down all enemies in front of it.

Design Notes:

It looks like a flower, lol.

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Laser Turrets

Abilities: Barrier Collar, Multi-targeting, Knockdown Slam

Base Damage: KNIGHT

Damage Scaling: KNIGHT

Health:

Robotic: 500

Armor:

Plastic Plating: 50

Shields:

Shields: 500

Body Multipliers: Head: 2.0x, Polymer Shielding: 0.0x

Base Affinity: 450

Base Level: 1

Codex Scans: 5

Mod Drops: Corpus Bursa droptable

Other Drops: N/A

Heavy Assault Moa Proxy:

Spoiler

Description:

While there is only so much one can do to upgrade the tried and trusted MOA-patterns, the HA-MOA attempts to push as far as possible. Equipped with mounted Supra-pattern turret and 2 side-mounted Missile Launchers, the HA-MOA has the weaponry it needs to destroy it's enemies. Add to that powerful, ultra-fast refreshing shielding, shock-resistant servos and lightweight polymer plating, and you've got... an incredibly pricy unit. But it sure is effective.

Replaces the Tech Crewman. Way larger than normal MOAs, bigger even than the Shockwave variant.

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Supra Turret, Angstrum Turrets

Abilities: Smoke Grenades

Base Damage: QUEEN

Damage Scaling: ROOK

Health:

Robotic: 700

Armor:

Plastic Plating: 100

Shields:

Proto-Shields: 500

Body Multipliers: Battery: 3.0x, Gun: 0.5x

Base Affinity: 700

Base Level: 15

Codex Scans: 5

Mod Drops: Corpus Tech droptable

Other Drops: N/A

Supressor Moa Proxy:

Spoiler

Description:

The Supressor MOA, or Sp-MOA for short was designed primarily to deal with riots and other civilian "unrest" situations. It's Disc Launchers were made to be a less-lethal weapon, but as it goes in the Origin system, less-lethal quickly becomes pointless when you have an Infestation problem, a Grineer invasion or even a Tenno attack inbound. The military rebuild seen the Sp-MOA gain powerful armor, fast response agile servos, and perhaps most importantly, the Disc Launcher weaponry that debuted on this unit was redesigned into an extremely dangerous, long range ricocheting nightmare. If that was not enough, the Sp-MOA has 3 of these guns, mounted on turrets.

Mechanics and Abilities:

Movement: Agile Servos: This unit can move incredibly quickly, is resistant to all CC, and can knockdown enemies it collides with during sprinting.

I got tired of "laser gun", "plasma gun" that all Corpus have so I designed some more stuff for them. Then I put it on moas. Bigger than the normal MOAs, even than the Shockwave variant.

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Disc Launcher Turrets

Abilities: Stomp Shockwave

Base Damage: KNIGHT

Damage Scaling: BISHOP

Health:

Plastic Plating: 500

Armor:

Plastic Plating: 50

Shields:

Shields: 150

Body Multipliers: Battery: 3.0x, Gun: 0.5x

Base Affinity: 500

Base Level: 1

Codex Scans: 5

Mod Drops: Corpus Shockwave MOA droptable

Other Drops: N/A

Speeder Tumbler:

Spoiler

Description:

The TUMBLER pattern was born in order to minimize costs of deploying fully built Coildrives. The SPEEDER pattern has the the same electro-coil single wheel of the original vehicle, but the central module was replaced with a small drone, suspended mid-air with magnetic coils on the inside of the wheel. The drone is equipped with a fast firing Laser gun, and thanks to it's all-terrain mobility, can engage targets and evade fire very efficiently.

Mechanics and Abilities:

Innate: Tumbler Core: This unit grants synergies as if it was a Flying Proxy, but gains synergies as if it was a Quadrupedal Proxy.

Design Notes:

I wanted to draw these guys more for practicing circles, but hey, why not make a unit out of that?

Stats:

Faction: Corpus

Tileset: Orb Vallis

Weapons: Rapid Laser Rifle

Abilities: N/A

Base Damage: PAWN

Damage Scaling: KNIGHT

Health:

Robotic: 100

Shields:

Shields: 100

Body Multipliers: Center: 2.0x

Base Affinity: 150

Base Level: 1

Codex Scans: 5

Mod Drops: Corpus Osprey droptable

Other Drops: N/A

Shell Tumbler:

Spoiler

Description:

These miniature (slightly larger than Rattels) Tumblers are heavily armored, and can only be attacked from their sides. Their size allows them to creep up on enemies very often and their dual lasers can deal significant damage, although they cannot aim them, they have to turn their entire body instead.

Mechanics and Abilities:

Innate: Tumbler Core: This unit grants synergies as if it was a Flying Proxy, but gains synergies as if it was a Quadrupedal Proxy.

Design Notes:

They are of similar size to rattels.

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Dual Laser Repeater

Abilities: N/A

Base Damage: PAWN

Damage Scaling: BISHOP

Health:

Plastic Plating: 100

Shields:

Shields: 100

Body Multipliers: N/A

Base Affinity: 100

Base Level: 1

Codex Scans: 5

Mod Drops: Corpus Osprey droptable

Other Drops: N/A

Crusher Tumbler:

Spoiler

Description:

The Crushers are basically Coildrives with powerful Quad-Laser turrets on each side. They can no longer hold people inside, but the destruction they can create is admirably high. In high-stress situations variants may be deployed that exchange the Laser for Missile Launchers.

Mechanics and Abilities:

Innate: Tumbler Core: This unit grants synergies as if it was a Flying Proxy, but gains synergies as if it was a Quadrupedal Proxy.

Design Notes:

They are as big as actual Coildrives.

Stats:

Faction: Corpus

Tileset: Orb Vallis

Weapons: Dual Quad Laser Cannons/ Missile Pods

Abilities: N/A

Base Damage: KNIGHT

Damage Scaling: ROOK

Health:

Plastic Plating: 500

Armor:

Plastic Plating: 200

Shields:

Shields: 500

Body Multipliers: N/A

Base Affinity: 500

Base Level: 1

Codex Scans: 3

Mod Drops: Corpus Osprey droptable

Other Drops: N/A

Shrike Proxy:

Spoiler

Description:

The SHRIKE-pattern was created as a more offense focused Flying Proxy, at least compared to the more general-use Ospreys. Smaller, faster, and more heavily armed, the Shrike darts through the battlefield, seeking priority targets to kill.

The SHRIKE-pattern's success encouraged more development and funding for it's mother project, which resulted in the Launcher variant. The Launcher Shrike loses it's Laser Lances for a pair of ANGSTRUM-pattern Micro-Missile Launchers, hence the name.

The weird-looking Vulture Proxy is a dual-purpose unit. It can be used by Crewmen as an impromtu jetpack in situations requiring high mobility, or it can attempt to capture enemies and subjugate them with a mounted stun-prong. It's second function can be used both in actual combat, and as means to kidnap enemy VIPs. The Vulture is equipped with high-power engines, allowing it it to fly properly even in space.

Mechanics and Abilities:

Melee: Capture Grab: This unit can perform a stunning grab attack.

Design Notes:

I made the Warframe-capture thingy that Alad V had into a unit.

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset, any Corpus Archwing Tileset

Weapons: Shock Prod

Abilities: Capture Grab

Base Damage: PAWN

Damage Scaling: PAWN

Health:

Robotic: 150

Shields:

Shields: 150

Body Multipliers: Head: 2.0x

Base Affinity: 150

Base Level: 1

Codex Scans: 5

Mod Drops: Corpus Osprey droptable

Other Drops: N/A

Tiger Proxy:

Spoiler

Description:

The TIGER-pattern is an advanced Proxy, built primarily for melee combat. It can easily tackle and down enemies with it's sheer weight alone, and when you add the repulsors mounted onto it's feet, it can even push heavy tanks around. The Tiger is also capable of limited anti-stealth, as it's radars are able to pick out miniscule signals from sneaky enemies in a short range.

The dedicated defenders of the Temple of Profit, these snipers modified their previously thought to be obsolete Snipetrons into extremely lethal weapons, especially against the Tenno. They are elite soldiers personally blessed by Nef Anyo.

Able to inflict Nullifier Strain on their targets.

Mechanics and Abilities:

Innate: Blessing of Profit: This unit gains a small damage boost against enemies with high credit reserves.

Melee: Dendra Smash: This unit's attacks drain energy from it's targets and reroute it into this unit's shields.

Design Notes:

Remember the Dendra armor set?

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Dendra Knuckles

Abilities: Jumppack, Dendra Smash

Base Damage: KNIGHT

Damage Scaling: BISHOP

Health:

Flesh: 350

Shields:

Shields: 500

Body Multipliers: Head: 2.0x

Base Affinity: 350

Base Level: 1

Codex Scans: 5

Mod Drops: Corpus Temple* Trencher droptable

Other Drops: N/A

*in-game Terra

Turtle Proxy:

Spoiler

Description:

The somewhat adorable TURTLE-pattern was first created as a mobile toolbox. Just like with the actual turtles of ancient times, it is mostly empty inside, allowing it to carry small amounts of cargo, mostly tools, or supplies.

It kinda looks like a guy was smashed into the ground by a large box. It's actually really small though, similar to the Rattels.

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: N/A

Abilities: Carrier

Base Damage: N/A

Damage Scaling: N/A

Health:

Robotic: 50

Body Multipliers: Head: 2.0x

Base Affinity: 50

Base Level: 1

Codex Scans: 5

Mod Drops: N/A

Other Drops: N/A

Turtle Communication Proxy:

Spoiler

Description:

This Turtle Proxy was upgraded to serve as mobile radar and communication device.

Mechanics and Abilities:

Summon: Comms Device: This unit can summon allied units when distressed. It can also detect enemies easily.

Design Notes:

The bane of stealth runs.

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: N/A

Abilities: Comms Device

Base Damage: N/A

Damage Scaling: N/A

Health:

Robotic: 50

Body Multipliers: Head: 2.0x

Base Affinity: 50

Base Level: 1

Codex Scans: 5

Mod Drops: N/A

Other Drops: N/A

Turtle Missile Proxy:

Spoiler

Description:

This Turtle Proxy was upgraded with a severely oversized Dual Plasma Mortar.

Mechanics and Abilities:

Innate: Radar: This unit can detect enemies over long distances.

Design Notes:

This one mostly appears in Orb Vallis, serving as a mini-artillery piece.

Stats:

Faction: Corpus

Tileset: Any open air Corpus Tileset, Orb Vallis

Weapons: Dual Plasma Mortar

Abilities: Radar

Base Damage: KNIGHT

Damage Scaling: KNIGHT

Health:

Robotic: 100

Body Multipliers: Head: 2.0x

Base Affinity: 100

Base Level: 1

Codex Scans: 5

Mod Drops: N/A

Other Drops: N/A

Albatross Hailstorm Proxy

Spoiler

Description:

The heavy, Quad-Engine ALBATROSS-pattern carries a powerful Dual-Supra turret. Built on the same basic frame as the RAPTOR-pattern, but improved, the Albatrosses can easily outmanouver their enemies, be it planetside or in space. It's engines are capable of venting excess heat to burn any enemies trying to approach the Proxy.

The Albatross gained notoriety when an illegally acquired Proxy equipped with an experimental Disc Launcher assassinated a highly regarded Corpus Investor. The later mass-produced version of the Proxy hence gained the "Assassin" nickname, even though it's main purpose is crowd control.

Following the successes of the previous versions, the BOMBARDIER-variant of the Albatross equips heavy-duty patrol-ship-grade Clusterbomb Launchers. These Proxies are also armored more heavily to help shield them from potential self-damage.

The EMU-pattern is a variation on the classic MOA-pattern Proxy design. Modified with a long hydraulic neck, this Proxy towers over all opposition. It's head doubles as a turret, firing precise Laser Lances from it's cannons. The side-mounted Riot Shields can be extended to protect the body of the Proxy, or to corall enemies into traps or generally unfavourable positions.

The unorthodox KOBRA-pattern is an ambush unit. Able to coil up and hide using passie camouflage technology, it immediately springs to life when enemies are nearby, firing lethal poison darts with high fire rate and accuracy.

Mechanics and Abilities:

Innate: Passive Camo: This unit is passively camouflaged, making them difficult to see.

Innate: Ambush Unit: This unit does not link together with other units. This unit does not take damage until activated.

Design Notes:

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Dart Sprayers

Abilities: Ambush Unit, Passive Camo

Base Damage: KNIGHT

Damage Scaling: BISHOP

Health:

Robotic: 300

Shields:

Shields: 300

Body Multipliers: Head: 1.5x

Base Affinity: 300

Base Level: 1

Codex Scans: 3

Mod Drops: N/A

Other Drops: N/A

Dodo Proxy:

Spoiler

Description:

The diminutive DODO-pattern is a surprisingly sturdy and powerful Bipedal Proxy. Heavy body combined with agile servo systems allow the Dodo to move fast, while retaining higher-than-average survivability. The quad-barreled Plasma Stingers can make quick work of unarmored enemies.

Mechanics and Abilities:

Movement: Agile Servos: This unit can move incredbily quickly, is resistant to all CC, and can knockdown enemies it collides with during sprinting.

Design Notes:

All the non-flying birds, go!

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Dual Quad Plasma Stinger Turrets

Abilities: N/A

Base Damage: BISHOP

Damage Scaling: ROOK

Health:

Robotic: 600

Armor:

Plastic Plating: 500

Shields:

Proto-Shields: 400

Body Multipliers: Battery: 3.0x, Guns: 0.5x

Base Affinity: 500

Base Level: 1

Codex Scans: 3

Mod Drops: Corpus MOA droptable

Other Drops: N/A

Kiwi Proxy:

Spoiler

Description:

The little KIWI-pattern was first produced as a synthetic companion for children, but was quickly repurposed as a lethal sentinel. With a Triptron laser-based gun attached, this small thing can literally trip and knock down enemies, while it's front-mounted Plasma Rifle deals surprising amounts of damage quickly. What was once an emotion sensor was remade into a long range activity radar, allowing the Kiwi to recognise danger from extreme distances.

It's passive ability means that it will become alerted when it's allies become alerted.

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Triptron, Plasma Rifle

Abilities: Activity Radar

Base Damage: KNIGHT

Damage Scaling: BISHOP

Health:

Robotic: 300

Shields:

Shields: 300

Body Multipliers: Battery: 3.0x, Gun: 0.5x

Base Affinity: 300

Base Level: 1

Codex Scans: 5

Mod Drops: Corpus MOA droptable

Other Drops: N/A

Power Ranger:

Spoiler

Description:

The Power Rangers use high-power Flypacks (built from OSPREY-pattern engines) to quickly traverse the environment. Equipped with Plasma Turrets, they can also lay down supressive fire to help their allies.

This unit can inflict Supression on their targets.

Mechanics and Abilities:

Movement: Flying: This unit can fly.

Grenade: Tactical Launchers: This unit can fire a multitude of tactical grenades from it's arm-mounted launchers.

Design Notes:

As Jado said on DA: Go, go!

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Plasma Turrets

Abilities: Flying, Tactical Launchers

Base Damage: BISHOP

Damage Scaling: BISHOP

Health:

Flesh: 400

Shields:

Proto-Shields: 500

Body Multipliers: Head: 2.0x

Base Affinity: 400

Base Level: 1

Codex Scans: 3

Mod Drops: Corpus Tech droptable

Other Drops: N/A

Serval Proxy:

Spoiler

Description:

The SERVAL-pattern is a mid-tier Quadrupedal Proxy, focused on disrupting enemy movement. Equipped with two Gel Throwers, it can easily seal off doorways and corridors, or simply trap the enemies in a quickly drying solution. After the enemy can't move anymore, the Serval can ignite the area (or the gel itself, as it is highly flammable) with it's tail-mounted Blazetorch.

Mechanics and Abilities:

Movement: Superjump: This unit can jump extremely fast and far.

Design Notes:

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Gel Thrower Turrets, Blazetorch

Abilities: Superjump

Base Damage: BISHOP

Damage Scaling: BISHOP

Health:

Robotic: 450

Shields:

Shields: 500

Body Multipliers: Head: 2.0x

Base Affinity: 400

Base Level: 1

Codex Scans: 3

Mod Drops: Corpus Hyena droptable

Other Drops: N/A

Octopus Proxy:

Spoiler

Description:

The unconventional OCTOPUS-pattern is a support unit, armed with Smoke Launchers and 8 extremely agile tentacles. This Proxy can hide in many places, as it is able to move on all surfaces and stick to walls and ceilings.

Mechanics and Abilities:

Movement: All-terrain movement: This unit can move on all surfaces, including walls and ceilings.

Melee: Tentackle: This unit can grab and tackle it's enemies.

Design Notes:

It's main weapon doesn't deal damage, but it can melee with it's tentacles. It is considered a Quadruped for the purposes of the Synergy system.

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Smoke Launchers

Abilities: Tentackle

Base Damage: KNIGHT

Damage Scaling: KNIGHT

Health:

Robotic: 800

Shields:

Shields: 600

Body Multipliers: N/A

Base Affinity: 750

Base Level: 1

Codex Scans: 3

Mod Drops: Corpus Hyena droptable

Other Drops: N/A

Sniper Moa Proxy:

Spoiler

Description:

The Sniper MOA answers the main problem with using human snipers, their human body. Armed with the Lanka Railgun, this Proxy's lethality is second to none, no matter the distance. Back-mounted Shield&Stealth Generators (copyright of Arca syndicate) allow the Sn-MOA to acquire a comfortable position on the battlefield.

Mechanics and Abilities:

Ability: Shield&Stealth Generators: This unit can engage either a super powerful dome shield or complete invisibility.

Design Notes:

Visibly larger than normal MOAs, kinda like the Shockwave MOA. The dome shield is indestructible, like the Profit Taker pylon shields, but has a duration limit.

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset, Orb Vallis

Weapons: Lanka Turret

Abilities: S&S Generator

Base Damage: ROOK

Damage Scaling: QUEEN

Health:

Robotic: 650

Armor:

Plastic Plating: 200

Shields:

Proto-Shields: 650

Body Multipliers: Head: 2.0x

Base Affinity: 700

Base Level: 1

Codex Scans: 3

Mod Drops: Corpus Sniper Crewman droptable

Other Drops: N/A

Foreman:

Spoiler

Description:

The Foremen are overseers and controllers of the Crewman masses. Their gear allows them to connect with other Crewmen, granting them more combat power, but also greater coordination. These Crewmen carry powerful Blastron launchers, which they use masterfully, switching to the mode they need the most in the given situation..

The Storm Templars are part of the elite Anyo Corp-sponsored Templar force. They are the ultimate enforcers within the temple of Profit. These soldiers in particular are equipped with the same Laser Cannon as the Gox space vehicle. This, naturally, gives them insane firepower. Combine that with a modified, sturdier helmet design and a nimble, agile Flypack and you get the perfect shock troops.

Sometimes, the Crewmen and the Proxies are just not enough, or a more careful hand is needed. This is where mercenaries come in. The Corpus, with it's effectively infinite resources, can easily buy the loyalty of many mercs that exists in the Origin system. These soldiers of fortune come with standarized "lend-lease" equipment. The Skirmishers use a deadly dual-purpose rifle named the Britron. As they are actual soldiers, their tactics are way better than those of simple Crewmen.

Mechanics and Abilities:

Grenade: Napalm Bomb: This unit can throw powerful fiery explosives.

Design Notes:

I really think mercenaries should be a thing.

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Britron

Abilities: Napalm Bomb

Base Damage: KNIGHT

Damage Scaling: BISHOP

Health:

Flesh: 400

Shields:

Shields: 500

Body Multipliers: Head: 2.0x

Base Affinity: 400

Base Level: 1

Codex Scans: 5

Mod Drops: Corpus Crewman droptable

Other Drops: N/A

Merc Trasher:

Spoiler

Description:

The heavy duty Trashers are not your typical merc. They are veterans, their equipment is top-notch, and they give no Heks. Strong full-body armor protects these heavily shielded individuals, just in case. Their powerful Spectacor Plasma Cannons deny ground and fry everything trying to attack them.

Mechanics and Abilities:

Grenade: Tactical Launchers: This unit can fire a multitude of tactical grenades from it's arm-mounted launchers.

Design Notes:

These guys are augmented kinda like the Solaris, but instead of work augments, they have combat augments.

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Spectacor

Abilities: Tactical Launchers

Base Damage: BISHOP

Damage Scaling: ROOK

Health:

Flesh: 200

Robotic: 400

Armor:

Robotic: 500

Plastic Plating: 300

Shields:

Proto-Shields: 500

Body Multipliers: Head: 2.0x

Base Affinity: 700

Base Level: 1

Codex Scans: 3

Mod Drops: Corpus Tech droptable

Other Drops: N/A

Merc Sharpshooter:

Spoiler

Description:

The crafty Sharpshooters leave the frontlining to their heavier allies, prefering to plink away at priority targets with their Silentron Sniper Rifles, making full use of the weapon's ability to deny ability usage. Their powerful vision-enhancing gear allows to them to very easily hit their targets.

Mechanics and Abilities:

Innate: Passive Camo: This unit is passively camouflaged, making them difficult to see.

Innate: Targeting Aid: This Sniper unit does not need to take aim (charge) before taking shots.

Design Notes:

Way less lethal than other snipers, they specialize in crowd control.

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Silentron

Abilities: Passive Camo, Targeting Aid

Base Damage: KNIGHT

Damage Scaling: KNIGHT

Health:

Flesh: 200

Shields:

Shields: 400

Body Multipliers: Head: 2.0x

Base Affinity: 300

Base Level: 1

Codex Scans: 5

Mod Drops: Corpus Sniper Crewman droptable

Other Drops: N/A

Merc Trailblazer:

Spoiler

Description:

The brave (or stupid, or both) Trailblazers rush into the thick of things with their foot- and back-mounted micro-jet engines. Equipped with Dual Pulsatrons, they allow other troops to take out enemies more efficiently.

Mechanics and Abilities:

Movement: Jet Engines: This unit can fly very fast.

Design Notes:

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Dual Pulsatrons

Abilities: Jet Engines

Base Damage: KNIGHT

Damage Scaling: KNIGHT

Health:

Flesh: 400

Shields:

Shields: 400

Body Multipliers: Head: 2.0x

Base Affinity: 400

Base Level: 1

Codex Scans: 5

Mod Drops: Corpus Detron Crewman droptable

Other Drops: N/A

Merc Specialist:

Spoiler

Description:

The Specialists specialise in special weapons, namely the Rengetron. Their powerful Roentgen wave cannons allow them to easily hit enemies through walls, ambushing them with no risk of retaliation.In addition to their strong gun, they come prepared for the war of attrition, having stored an entire minefield worth of mines in their pockets.

Mechanics and Abilities:

Innate: Wallbanger: This unit will purposefully hide and kill it's enemies through walls.

Ability: Minefield: This unit can trap entire tiles with an enormous amount of mines.

Design Notes:

They are the smart guys.

Stats:

Faction: Corpus

Tileset: Any Corpus Tileset

Weapons: Rengetron

Abilities: Wallbanger, Minefield

Base Damage: BISHOP

Damage Scaling: ROOK

Health:

Flesh: 200

Robotic: 300

Armor:

Robotic: 300

Shields:

Proto-Shields: 500

Body Multipliers: Head: 2.0x

Base Affinity: 500

Base Level: 1

Codex Scans: 3

Mod Drops: Corpus Tech droptable

Other Drops: N/A

Chemical Warfare Crewman:

Spoiler

Description:

Affectionately known as the Chemmen, these Chem-War specialists come equipped with a deadly Kaustix Chemthrowers and custom CBRN Defense suits. They can also help their allies combat the many afflictions that can occur on the battlefield.

Mechanics and Abilities:

Innate: CBRN Defense: This unit has a massive resistance to all elemental damage types.